Core Conscience (5e Race)

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Core Conscience[edit]

"Some mistakes will follow you back and will grow beyond your control." - Imal, The Grand Wizard

Physical Description[edit]

Most Core Consciences appear as nothing more than a pile of rocks formed into a humanoid form. Core Consciences can very appearance. Most appearances are based on the Core Consciences core. However, they are usually formed around the type of core that has manifested sentience.

Gemstone Core: You are formed as a gemstone. As such you are formed when and enchantment failed to take on a root. After a while, you reached out to the earth and touched the stone around you. In doing so you form a body of floating stones.

Runic Core: You are formed out of a small rune on a piece of gold or silver. As such your body has magical pathways that appear as vein-like appendages that go out and hold the stones around you into more of a human-like form.

Solidified:You are formed out of straight quartz with your core being a small coin or piece of metal, that landed in a quartz deposit. As a large magical pulse passed over you, the quartz grew around you forming a hardened carapace that is now your body. You are a humanoid quartz golem.

Corrupted: Forming from hate, anger, or a plead for death, you grow from bloodsoaked soil. Forming into almost a tiny dark red shard forged from the blood. A creature approaches you, and takes hold, by then its too late. You take root in their living body. You suppress and kill there mind and take over them slowly. You appear like them, you look like them, you take there body and hide away. Growing slowly inside them, having small shard like growths eventually exposing you from within the body. Your time is running out, time to find a new host.


Attitudes and Beliefs[edit]

Core Conscience Names[edit]

Names: They take the first verb that is used to describe them as their name or a name that someone gives them. Examples include: Dependable, Persistent, Brave, Dumb, Practical, Daniel, Zarik, Etc.

Core Conscience Traits[edit]

You are a failed enchantment, with dreams bigger than your own.
Ability Score Increase. Your Constitution score increases by 1
Age. Your maximum lifespan is unknown, however, most Core Consciences are beyond 1000 years old, as they lay dormant until then, forming their minds.
Alignment. Core Conscience is influenced by their creator, their alignment is based on the original purpose of the enchantment on the core. They also usually take the first verb that is used to describe them as there name, and goal aspiration. These ideals can shift but because of this they usually tend toward neutral and can develop a personality separate from their core or name. This is influenced by the subrace.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet unless changed by the subrace.
Earthen Sight. You can only see with 60 feet of seismic-sense. Outside of this, you are blind unless changed by the subrace. You can still hear and talk with other creatures.
Living Stone. You are a creature made of a variety of stones and enchantments. You gain the following benefits. You are immune to diseases. You do not need to eat, drink or breathe. You are resistant to poison and only need 4 hours of rest in a motionless state to gain the benefits of a long rest. During this, you are completely aware of your surroundings and can use your seismic-sense as normal. You also cannot swim do to this will sink in any body of water.
Centralized Body. You are a creature made of a variety of stones and enchantment. As such your unarmored AC is equal to 16 and can be affected by a shield. You can choose to don or doff the stones around you in order to shrink down to only be your core. In this form you are considered tiny and your speed is dropped to 0, and all incoming damage is an automatic critical hit. In order to don stones around you it takes 15 minutes to do so. In order to doff, it takes 6 seconds.
Languages. You can speak, read, and write Common, as well as the language of your creator. Given that Core Consciences are often created by powerful spellcasters, the exotic languages of magic such as Draconic or Primordial are commonly known by them.
Subrace. Gemstone, Runic, Solidified, Corrupted


Ability Score Increase. Your Wisdom score increases by 2.
Nature Born. From Birth you are more connected to nature and have more experience with it. you gain proficiency In Intelligence (Nature) checks.
Removable Limbs. As your body is not as well held together in comparison with your brethren you have an easier time removing parts of your body. In doing so you can throw parts of your body. You may throw a number of stones equal to your constitution modifier. Each stone does 1d6 bludgeoning damage and has a range of 30 / 60 feet. You will need to reform your body in order to re-use this ability.
Gemstone Type. Your core is made of a gemstone that gives one of the alignment tendencies as the gemstones have the strongest sway in any of these directions. This choice determines the gem that makes your core.

Gem Enchantment Purpose Alignment Tendancy
Amythest Intuition Any Lawful
Diamond Defense Any Good
Emerald Mobility Neutral Evil
Garnet Mental Defense Neutral Good
Jet Manipulation Any Evil
Peridot Awareness True Neutral
Ruby Destruction Any Chaotic
Sapphire Creation Any Neutral
Topaz Light Neutral Good


Ability Score Increase. Your Intelligence score increases by 2.
One with the Weave. As your body is made of arcane energy you have a inherent link to the weave, therefore you have proficiency in Arcana checks
Magic Inscription. You gain the ability to cast spells based on your runic inscription. You choose this as part of your subrace and may not change it at any point. In doing so you gain one spell that you learn at 5th level that you can cast once per long rest and one cantrip at 1st level that you know. Your casting is intelligence.

Sigil Cantrip Spell (unlocked at 5th level)
Medicine Spare the Dying Healing Spirit
Wind-Walker Gust Warding Wind
Barricade Resistance Shield
Hauler Mage Hand Expeditious Retreat
Rage Primal Savagery Maximilian Earthen Grasp


Ability Score Increase. Your Constitution score increases by 1 and your Strength increases by 1.
Earthen Muscles. Due to your birth, your stronger than other core golems. you gain proficiency In Strength (Athletics) checks.
Arcane Senses. After growing your body of quartz, you take on a set of eyes and a mouth. With this you gain the ability of normal sight and a mouth. This allows you to perceive the world beyond your seismic-sense and resemble more a humanoid creature. Due to this your seismic-sense is reduced to 10 feet.
Solid Body. Due to the fact that you is made of a single piece of quarts, your body is more sturdy. Your natural armor is boosted by +1. Also because of this when you remove your core it takes 1 minute to do so, and in doing so all parts of your body are disintegrated leaving no remains. You may regrow your body in 15 minutes like normal. All equipment that is worn is lost and left at the spot where you original body was departed from.

Corrupted [Clear With DM Prior to Use][edit]

Ability Score Increase. Your Charisma score increases by 2
Unloved. As you are a natural born pest, you have become proficient at Charisma (Deception) checks.
Humanoid Body. As the host you have is a humanoid, You gain the ability of normal eyesight. You have a -3 to your natural armor. However, you can now wear armor. The longer you remain in the host the more your form becomes visible. Slowly taking over there form until you form a shell around them after 3 months that is just you. You also lose your seismic-sense is removed entirely. While piloting the body you are considered undead and while in your core form you are a construct.
Parasitic Survival. When you drop below 0 hit-points you can eject your core as a near-invisible root through the ground which has passive stealth of 10 + stealth modifier and move to a body that is within 30 feet and is dead or dying. You can infect them and choose to transfer your conscientious to the body as you root a new core. You then get to take their body and can return to life at one hit-point. However, as long as you remain motionless you are indistinguishable from a dead body. This body will deteriorate rapidly over time, as the body will become unusable and rotted after 2 weeks. You can use this feature once per long rest.
Parasitic Infection. You can take over a living host, by approaching one and coming in physical contact. You can inject them with a fragment of your consciousness and force the humanoid to make a Wisdom saving throw against a DC of 8 + Proficiency + Charisma Mod. On an initial success, their body rejects you entirely and you do not transfer. However, on a failed save the humanoids consciousness is forced away and the DC is raised by one and your consciousness is transplanted. Every hour, they can re-attempt the save, until it becomes impossible for them to succeed (For instance DC 19 against someone with a -2 wisdom is not possible) at that point, the body becomes yours. On a success after a transplant, the DC falls by one, if it goes to a DC where it is impossible to fail you lose control and are destroyed.

Random Height and Weight[edit]

5′ 6″ +2d6 300 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a core conscience character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
d6 Ideal
d6 Bond
d6 Flaw
(2 votes)

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